> > Essentially you create one top level object (the universe), then create
> > your semi-universes, or dimensions.  All object coordinates are relative
> > to them.
> 
> ... Well.... it's not quite that straight forward. In practice, they all 
> share 
> a common and shared unit64_t^3 coordinate space. 

I'd argue that just an implementation detail in tpserver-cpp ;-)

> Considering each dimension is pretty much independent, there is no real need 
> for them to be on the same server. Dimension jumping is *very* uncommon in 4X 
> or strategy games (due to all sorts of things). Part of the reason for it is 
> how the player's "role" in the game is defined.  If you are the Supreme ruler 
> of a race, it is unlikely you would be able to control what happens to one of 
> your ships if it enters another dimension. In a game where you are the 
> captain of the ship, it is a very different story.

I agree in that it is infrequently used... I'd also think it is
partially because I don't think it adds a lot to game play.  Most 4X
games are essentially only 2d, the third spatial dimension is rarely
used, so why do we need 4 or more dimensions?

> > > First, an additional argument must be added to the "Get Object IDs by
> > > Position Frame" that specifies which object is the frame of reference.
> 
> Personally, I think the Get Object IDs by Position Frame is currently 
> underused, but it's just a little difficult to (efficiently) implement on the 
> servers in TP04 because position isn't a required part of the objects.

This is unrelated... but I can't think of a good reason to use it.

Galaxie just gets every object that has changed, why do I want to
restrict it to certain subgroups?  

> > TP04 supports a 'bound' coord - so you bind that to the current
> > dimensions.
> 
> That isn't really what it's for. It's for orbits and jump ship sized space 
> craft (ref Battletech and Dune). I suppose it could be used, but note it's 
> relative to a given *parent* object.

'Universe/Dimension' == parent already...

> > >  Using the current protocol, universes would appear to "overlap" on
> > > the client side.
> > Other notes... well, depends on the actual game really ;-)
> 
> You would have to be *very* careful about programming it, making sure you got 
> the all the order processing right, and visibility, etc, etc, etc.

Yep, but my point was, the protocol can already do it... everything else
is window dressing...

> I note that if your (in game) "universe" started with something 
> like "Multiverse" and inside that were "Dimension 1" and then the visible 
> universe, players might have a clue that the game might include some 
> multi-dimensional fun in it. (Isn't 4 dimensions enough?)

Indeed.  AIs would probably fall over terribly...  And visualisation
would be a PITA...

        Regards,
        nash


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